Made cylinders and spheres act as spheres

This commit is contained in:
FlareMicrosystems
2022-10-01 23:12:55 -07:00
parent ce999d226d
commit d3f9b74ba1
2 changed files with 135 additions and 130 deletions

View File

@@ -7,11 +7,6 @@
#include "strsafe.h"
#include "Application.h"
/*typedef struct typPRGP {
Instance* instance; // Declare member types
Property ∝
} PRGP;*/
std::vector<PROPGRIDITEM> prop;
std::vector<Instance*> children;
Instance * selectedInstance;

View File

@@ -1,130 +1,140 @@
#include "XplicitNgine/XplicitNgine.h"
#include "Globals.h"
#define SIDE (0.5f)
#define MASS (1.0)
// constraints
#define MAX_BODIES 65535
#define OBJ_DENSITY (5.0)
#define MAX_CONTACT_PER_BODY 4
XplicitNgine::XplicitNgine()
{
physWorld = dWorldCreate();
physSpace = dHashSpaceCreate(0);
contactgroup = dJointGroupCreate(0);
dWorldSetGravity(physWorld, 0, -0.5, 0);
//dGeomID ground_geom = dCreatePlane(physSpace, 0, 1, 0, 0);
}
XplicitNgine::~XplicitNgine()
{
dJointGroupDestroy (contactgroup);
dSpaceDestroy (physSpace);
dWorldDestroy (physWorld);
dCloseODE();
}
void collisionCallback(void *data, dGeomID o1, dGeomID o2)
{
int i,n;
dBodyID b1 = dGeomGetBody(o1);
dBodyID b2 = dGeomGetBody(o2);
if (b1 && b2 && dAreConnected(b1, b2))
return;
const int N = 4;
dContact contact[N];
n = dCollide (o1,o2,N,&contact[0].geom,sizeof(dContact));
if (n > 0) {
for (i=0; i<n; i++) {
contact[i].surface.mode = dContactSlip1 | dContactSlip2 | dContactSoftERP | dContactSoftCFM | dContactApprox1;
// Define contact surface properties
contact[i].surface.mu = 0.5;
contact[i].surface.slip1 = 0.0;
contact[i].surface.slip2 = 0.0;
contact[i].surface.soft_erp = 0.8;
contact[i].surface.soft_cfm = 0.01;
// Create joints
dJointID c = dJointCreateContact(
g_xplicitNgine->physWorld,
g_xplicitNgine->contactgroup,
contact+i
);
dJointAttach (c,b1,b2);
}
}
}
void XplicitNgine::createBody(PartInstance* partInstance)
{
// calculate collisions
dSpaceCollide (physSpace,0,&collisionCallback);
if(partInstance->physBody == NULL)
{
// init body
partInstance->physBody = dBodyCreate(physWorld);
// Create geom
partInstance->physGeom[0] = dCreateBox(physSpace,
partInstance->getSize()[0],
partInstance->getSize()[1],
partInstance->getSize()[2]
);
// Debug output
dVector3 result;
dGeomBoxGetLengths(partInstance->physGeom[0], result);
printf("[XplicitNgine] Part Geom Size: %.1f, %.1f, %.1f\n",
result[0],
result[1],
result[2]
);
// Create rigid body
printf("[XplicitNgine] Created Geom for PartInstance\n");
dBodySetPosition(partInstance->physBody,
partInstance->getPosition()[0],
partInstance->getPosition()[1],
partInstance->getPosition()[2]
);
Matrix3 g3dRot = partInstance->getCFrame().rotation;
float rotation [12] = { g3dRot[0][0], g3dRot[0][1], g3dRot[0][2], 0,
g3dRot[1][0], g3dRot[1][1], g3dRot[1][2], 0,
g3dRot[2][0], g3dRot[2][1], g3dRot[2][2], 0};
dBodySetRotation(partInstance->physBody, rotation);
printf("[XplicitNgine] Created Body for PartInstance\n");
if(!partInstance->anchored)
dGeomSetBody(partInstance->physGeom[0], partInstance->physBody);
} else {
if(partInstance->anchored)
return;
const dReal* physPosition = dBodyGetPosition(partInstance->physBody);
// TODO: Rotation code
// Probably should be done AFTER we get physics KINDA working!!!
const dReal* physRotation = dGeomGetRotation(partInstance->physGeom[0]);
//partInstance->setPosition(Vector3(physPosition[0], physPosition[1], physPosition[2]));
#include "XplicitNgine/XplicitNgine.h"
#include "Globals.h"
#define SIDE (0.5f)
#define MASS (1.0)
// constraints
#define MAX_BODIES 65535
#define OBJ_DENSITY (5.0)
#define MAX_CONTACT_PER_BODY 4
XplicitNgine::XplicitNgine()
{
physWorld = dWorldCreate();
physSpace = dHashSpaceCreate(0);
contactgroup = dJointGroupCreate(0);
dWorldSetGravity(physWorld, 0, -0.5, 0);
//dGeomID ground_geom = dCreatePlane(physSpace, 0, 1, 0, 0);
}
XplicitNgine::~XplicitNgine()
{
dJointGroupDestroy (contactgroup);
dSpaceDestroy (physSpace);
dWorldDestroy (physWorld);
dCloseODE();
}
void collisionCallback(void *data, dGeomID o1, dGeomID o2)
{
int i,n;
dBodyID b1 = dGeomGetBody(o1);
dBodyID b2 = dGeomGetBody(o2);
if (b1 && b2 && dAreConnected(b1, b2))
return;
const int N = 4;
dContact contact[N];
n = dCollide (o1,o2,N,&contact[0].geom,sizeof(dContact));
if (n > 0) {
for (i=0; i<n; i++) {
contact[i].surface.mode = dContactSlip1 | dContactSlip2 | dContactSoftERP | dContactSoftCFM | dContactApprox1;
// Define contact surface properties
contact[i].surface.mu = 0.5;
contact[i].surface.slip1 = 0.0;
contact[i].surface.slip2 = 0.0;
contact[i].surface.soft_erp = 0.8;
contact[i].surface.soft_cfm = 0.01;
// Create joints
dJointID c = dJointCreateContact(
g_xplicitNgine->physWorld,
g_xplicitNgine->contactgroup,
contact+i
);
dJointAttach (c,b1,b2);
}
}
}
void XplicitNgine::createBody(PartInstance* partInstance)
{
// calculate collisions
dSpaceCollide (physSpace,0,&collisionCallback);
if(partInstance->physBody == NULL)
{
// init body
partInstance->physBody = dBodyCreate(physWorld);
// Create geom
if(partInstance->shape == Enum::Shape::Block)
{
partInstance->physGeom[0] = dCreateBox(physSpace,
partInstance->getSize()[0],
partInstance->getSize()[1],
partInstance->getSize()[2]
);
dVector3 result;
dGeomBoxGetLengths(partInstance->physGeom[0], result);
printf("[XplicitNgine] Part Geom Size: %.1f, %.1f, %.1f\n",
result[0],
result[1],
result[2]
);
}
else
{
partInstance->physGeom[0] = dCreateSphere(physSpace, partInstance->getSize()[0]/2);
}
// Debug output
// Create rigid body
printf("[XplicitNgine] Created Geom for PartInstance\n");
dBodySetPosition(partInstance->physBody,
partInstance->getPosition()[0],
partInstance->getPosition()[1],
partInstance->getPosition()[2]
);
Matrix3 g3dRot = partInstance->getCFrame().rotation;
float rotation [12] = { g3dRot[0][0], g3dRot[0][1], g3dRot[0][2], 0,
g3dRot[1][0], g3dRot[1][1], g3dRot[1][2], 0,
g3dRot[2][0], g3dRot[2][1], g3dRot[2][2], 0};
dBodySetRotation(partInstance->physBody, rotation);
printf("[XplicitNgine] Created Body for PartInstance\n");
if(!partInstance->anchored)
dGeomSetBody(partInstance->physGeom[0], partInstance->physBody);
} else {
if(partInstance->anchored)
return;
const dReal* physPosition = dBodyGetPosition(partInstance->physBody);
// TODO: Rotation code
// Probably should be done AFTER we get physics KINDA working!!!
const dReal* physRotation = dGeomGetRotation(partInstance->physGeom[0]);
//partInstance->setPosition(Vector3(physPosition[0], physPosition[1], physPosition[2]));
partInstance->setCFrame(CoordinateFrame(
Matrix3(physRotation[0],physRotation[1],physRotation[2],
physRotation[4],physRotation[5],physRotation[6],
physRotation[8],physRotation[9],physRotation[10]),
Vector3(physPosition[0], physPosition[1], physPosition[2])));
}
dWorldQuickStep(physWorld,0.05);
dJointGroupEmpty(contactgroup);
Vector3(physPosition[0], physPosition[1], physPosition[2])));
}
dWorldQuickStep(physWorld,0.05);
dJointGroupEmpty(contactgroup);
}